Author Topic: Infinite discards combo  (Read 8736 times)

Offline Cameron the Conqueror

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Re: Infinite discards combo
« Reply #25 on: February 16, 2009, 02:13:16 PM »
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The question is:  Does your mean "a" or "every".

Offline BubbleBoy

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Re: Infinite discards combo
« Reply #26 on: February 16, 2009, 02:14:21 PM »
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This combo doesn't give you more than one turn, it gives you more than one battle; you only have one turn per turn!
Use the Mad Bomber to rescue his Province.

Offline galadgawyn

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Re: Infinite discards combo
« Reply #27 on: February 18, 2009, 03:59:02 PM »
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Sorry to say but I think you guys are wrong on this one.  I don't have time to look it up right now but I'm pretty sure the rule is that you can only put each character into battle once per turn.  So you can continue making new R.A.'s until you run out of new heros to put into battle.  This means that this combo doesn't work so well in type 1 but its great in type 2.  Also The Long Day doesn't just start a new battle, it starts a whole new battle phase so saying that you only get cards back at the end of the battle phase still allows this kind of combo in type 2.   

Offline EmJayBee83

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Re: Infinite discards combo
« Reply #28 on: February 18, 2009, 06:09:38 PM »
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Sorry to say but I think you guys are wrong on this one.  I don't have time to look it up right now but I'm pretty sure the rule is that you can only put each character into battle once per turn.  So you can continue making new R.A.'s until you run out of new heros to put into battle.  This means that this combo doesn't work so well in type 1 but its great in type 2.  Also The Long Day doesn't just start a new battle, it starts a whole new battle phase so saying that you only get cards back at the end of the battle phase still allows this kind of combo in type 2.   

Quote from: The REG
If a character is forced to withdraw (e.g., Darkness (Warriors)) or withdraws from a battle voluntarily (e.g., Highway), it may not re-enter the current battle (see Withdraw in the glossary of the rulebook [p. 54]).  Moreover, the character may enter on a new battle on the same turn (e.g., The Long Day).
I've highlighted the pertinent points in green (and enlarged them a bit).

Offline galadgawyn

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Re: Infinite discards combo
« Reply #29 on: February 20, 2009, 02:58:41 PM »
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Yeah, I was sure I had read somewhere in the Reg that the character couldn't re-enter battle on the same turn but I can't find that statement.  I guess I'll have to assume that you had it right after all.  I love various strategic combos like this but the current attitude of many people seems to be opposed to combos like this.  I wouldn't be surprised if they errata The Long Day to allow only one additional R.A. per turn.

Offline Mageduckey

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Re: Infinite discards combo
« Reply #30 on: April 19, 2009, 03:54:32 PM »
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Quote
Give Helmet of Brass to Ahimaaz.
RA with Ahimaaz (and check on the status of EC's your opponent has in hand).
Play 1/1 Obedience of Noah.
Choose your own Leviathan.
Play The Long Day.
Play Rod of Iron and discard an EC in territory.
Play Stillness to send all your enhancements (except helmet of brass to your hand.

RA failed, so The Long Day's ability lets you make another RA.

RA with Ahimaaz (still holding Helmet of Brass).
Play 1/1 Obedience of Noah.
Choose your own Leviathan again.
Play the Long Day.
Play Rod of Iron and discard an EC in territory.
Play Jubilee and search for Stillness.
Play Stillness.
Fixed.

Not to necropost or anything, but you can make this even better:

- Use Jacob instead of Ahimaaz+HoB - you get to play Obedience before they can send someone w/2kH or something out to mess it all up.
- You can also use Book of Hozai or other cards to draw your entire deck in the one turn (though I've found it takes most of the game to just draw the combo).  Sadly, there are no good enh.'s that discard cards from an opponent's deck, so you can't d/c their ENTIRE deck.  I was looking for a way to do this, because this ON TOP OF Rod of Iron to d/c all their EC's, and also some Buying Grain in there to make them discard all cards from hand (evil), while getting some drawing ability.

Is there a way to do this whole combo, but add in a GC that can d/c from opponent's deck (a.k.a. Gabriel or Amasai)?  I can't think of one w/o getting rid of initiative.

 


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